Under rating threshold (hideshow)
BUG: When I go over a X million heat threshold, I can't get it under X million again by venting manually. Easiest solution is to quickly sell everything and let the reactor cool down automatically
Under rating threshold (hideshow)
Yes using cooling cells get you more money, as I mentioned before you can run the quad nefastium cells with replacing the cooling cells every hour and a half, but without a sell all it gets horribly tedious using the cooling fans just allows you to come in replace your cells real quick and then go back to doing something else. Once the heat sink upgrade thing is fixed and balanced so using higher plating is worth it then our designs may change again but right now it just depends on how much time you want to dedicate to replacement.
Under rating threshold (hideshow)
i found a pretty neat bug... I have no use in plating since with a settup like i have i have the heat normalizes at 10% no matter what heat storage i have
Under rating threshold (hideshow)
Anyway, if electrical energy would be created by turbines between places of different heat level, the greater the difference you can create, the more energy you get, the game would be way more interesting insetad of power being generated by some "magical" intrinstic property. With the same basic problem reactors have, as soon something goes wrong with the energy-creating, heat dispersing system the whole thing goes booom since you cannot turn it off anytime you'd wish to.
Under rating threshold (hideshow)
Yeah if you can afford that many of those cells. I am not sure how 2 cells together or reflector really work. With that I mean how much power and heat is gain from doing it. Anyway I can't really do anything like that, because as it is now, it requires 3 coolant cells to survive a single Nefastium cell. My cell lasts for 2 days, which is a lot. It generates about 500B heat in total. To absorb that heat, I need at least 3 coolant cells attached to 1 nuclear cell, or else it melts down. Not that it's bad if it melts down at the very end of it. I mean when coolant cells are nearly full, their value drops, and all other parts are barely worth anything. So even if my reactor melts down after 1.5 day, it wouldn't be a big deal. And with that, you can say it's pretty 'idle' as well. Just build once, comeback after 2 days, and rebuild. If that isn't idle enough for you, then I don't know what is.
Under rating threshold (hideshow)
it does not HAVE to be nefastium cells, you can use any cell with a decent power production, you would just spend more time between replacements
Under rating threshold (hideshow)
Ah ok, I get what you're doing there. But this kind of Build is only really viable in the end game with Nefastium Cells.
Under rating threshold (hideshow)
With 1 setup I mean: 1 nuclear cell + 3 coolant cells. The other stuff around, mostly ultimate capacitors aren't worth mentioning since they cost nothing compare to coolant cells or nuclear cells.
Under rating threshold (hideshow)
Sandoumir is right. It looks like this: http://oi59.tinypic.com/2d0nv5y.jpg - You do not need any cooling really. Ultimate Cooling Cells cost 20B, but can store 180B heat. Now, when cells have a 1:1 power:heat ratio, that means you earn 180B power (= cash) the moment 1 coolant cell is full. Single cells, with upgrades, have a much higher power:heat ratio. Like 5 power for 1 heat. In this case you make 180x5 = 900B by the time 1 coolant cell is full. I have more of them around each nuclear cell. So each cell is producing at least 1800B. While it cost 200B + 60B = 260B to build one setup like that.
Under rating threshold (hideshow)
I'm curious as to the new cooling system. I had no cells, and would generate 3 heat, then cool off, then generate 3 heat and cool off. The heat gain/cooling doesn't stay constant even though I'm not changing anything. It makes it very difficult to properly plan my reactor. that being said, I do like the fact that things have been rebalanced. even if I have to figure out a new strategy
Under rating threshold (hideshow)
@Sandoumir I guess you can back up your words with a screenshot showing a more efficient build? Because what I hear from you sounds more like something that doesn't work, like, at all. But if you can show us something...
Until then I absolutely agree with Serinorah that SpinalJacks build is probably one of the most efficient ones.
Under rating threshold (hideshow)
Sandoumir 400m per tick? oO This mean you will also produce at least 100m heat. Which will require about a THOUSAND vents to handle it.
Under rating threshold (hideshow)
@ Senorah, just no. It is in fact the least efficient one. For every fuel cell he put down 5 Vents, where you can obviously see only 1 or 2 of them are actually venting heat every tick, the rest are just empty. Tip: get a very hot reactor. It will make your vents not take up any idle space. As for Idling: Coolant Cells will let you idle for as long as you would like it to idle, just do the math on how long it will take them to finally melt. In Seaborgium stage, you should make around 400 million per tick in this current version without ever getting a meltdown, or twice that with a coolant replacement every so often.
Under rating threshold (hideshow)
game needs offline mode specially when im starting to get into T5 cells thats 6 HOURS of doing northing while the cells chug away ((non-upgraded))
Under rating threshold (hideshow)
Sandoumir the design he showed is actually one of the most efficient money producers for idling. while putting them side by side does boost how much they produce it also makes them produce more heat. This means more space dedicated to getting ride of that heat which reduces how many of them you can do. Also on a side note neutron reflectors are useless since a fuel cell bombards adjacent fuel cells with neutrons and is bombarded in return.
Under rating threshold (hideshow)
Rather than starting with a full grid available, I think you should start with a small size grid like a 3x3.
Also would be good if you could buy additional grids. Just above where the grid is there would be a tab saying "Reactor 1" "Reactor 2" etc.
Under rating threshold (hideshow)
I noticed that the heatsink upgrades dont work. i've bought the first 5 of the heatsink upgrades however the effectiveness of the heating vents is only increased by 1% per reactor plating instead of 5%.
Under rating threshold (hideshow)
So yeah, some tweaking on the exchangers would be awesome, my system was going great, like constantly 1 or 2 K heat on over 100K, my exchangers where like below 10% and suddenly, without changing anything my heat went up instantly with over 500K, KABOOOM.
Under rating threshold (hideshow)
I like the execution of the game, but having something besides the gameplay would really help thicken it up. Can't just have bacon without some eggs.
Under rating threshold (hideshow)
I think I just had every thing explode for having two types of material in a 9 cube. Shouldn't have been an issue heat wise, but boooom
Under rating threshold (hideshow)
Nice one Spinaljack, a great example of not getting what a linear increase can do for you. try putting 1 fuel cell next to one of your others and see your profits skyrocket. (getting 17.7 million per tick with a fully filled in reactor with Seaborgium is just really really bad.) Also, you have used a total of 0 Reflectors. Bad economics.
Under rating threshold (hideshow)
People heres the heat decrasing techneuqie (Idk pell) So heres how you do it: Soround the heat balancers with the cooling vents so repeat to cool down faster press the plus so this could be seen
Under rating threshold (hideshow)
Also, just figured something else out: The whole thing with adjacent cells increasing each-other's production works across tiers. So you can save some money by taking one expensive cell and spamming uranium all around it.
Under rating threshold (hideshow)
How hard would it be to make the heat exchangers smarter? As it is now, they cause weirdness. This could be fixed with a priority list, like this:
Import priorities:
1: From coolant
2: From reactor
3: From other exchangers
Export priorities:
1: To heat vents
2: To coolants
3: To other exchangers
4: To the reactor
But setting up good priorities might be too complex. Maybe just make them configurable by the player? So you can tell them where to take heat from, and where to put it, and with what distribution to multiple outlets. Either way, one thing is for certain: They need to be one-way. Basically, if they take heat from something, they have to put that heat somewhere else, and can't put it back where they got it from.
Under rating threshold (hideshow)
Had 100b, built out next level stuff and misplaced one causing an explosion. Had almost 0 cash on hand, you pretty much have to start all over...
Under rating threshold (hideshow)
Oooh, here's an idea: Upgrade-able reactor size! And you could use scroll bars to "move" around the reactor. Plus, not being able to see everything at once would add another layer of difficulty.
Under rating threshold (hideshow)
The reason I like this game is because it simulates the chainreaction so good. When you change the cells or the architecure it can cause a fast meltdown. Tschernobyl reference, they underestimated the huge momentum of a reactor as well. Keep up the good work!
Under rating threshold (hideshow)
We need either, better heat vents and heat exchangers, or make a way that we can make them more efficient (Besides the 1% heat vent upgrade)
Under rating threshold (hideshow)
I love the game and have enjoyed it greatly thus far, but something is seriously wrong with the math. I have 95 quad thorium cells putting out 9k heat per tick, or 855k heat. I have 95 ultimate heat vents cooling 96, 643 each, or 9,181,085 yet my heat sits right around 5M constant (+/- 30k.) I'm no mathematician, but something isn't right.
Under rating threshold (hideshow)
i hope that the tutorial page have some advanced page to let us know how was the coolant and heat exchanger work thanks. I play today and also yesterday the calculation totally still unknown for me.
Under rating threshold (hideshow)
not sure if it is intentional or an oversight, so, Pulsating Uranium is a +1 energy per pulse where the other upgrades in the same line is now 100% increase to power production.
Under rating threshold (hideshow)
To the higher-teir players: If you take an exchanger surrounded by vents, it will pull general heat out of the reactor and help with cooling